/*
* This file is part of Project SkyFire https://www.projectskyfire.org.
* See LICENSE.md file for Copyright information
*/

#ifndef SF_AUCTION_HOUSE_MGR_H
#define SF_AUCTION_HOUSE_MGR_H

#include <ace/Singleton.h>

#include "Common.h"
#include "DatabaseEnv.h"
#include "DBCStructure.h"

class Item;
class Player;
class WorldPacket;

#define MIN_AUCTION_TIME    (12*HOUR)
#define MAX_AUCTION_ITEMS    32
#define AUCTION_SEARCH_DELAY 300 // time in MS till the player can search again

enum AuctionError
{
    ERR_AUCTION_OK = 0,
    ERR_AUCTION_INVENTORY = 1,
    ERR_AUCTION_DATABASE_ERROR = 2,
    ERR_AUCTION_NOT_ENOUGHT_MONEY = 3,
    ERR_AUCTION_ITEM_NOT_FOUND = 4,
    ERR_AUCTION_HIGHER_BID = 5,
    ERR_AUCTION_BID_INCREMENT = 7,
    ERR_AUCTION_BID_OWN = 10,
    ERR_AUCTION_RESTRICTED_ACCOUNT = 13
};

enum AuctionAction
{
    AUCTION_SELL_ITEM = 0,
    AUCTION_CANCEL = 1,
    AUCTION_PLACE_BID = 2
};

enum class MailAuctionAnswer
{
    AUCTION_OUTBIDDED = 0,
    AUCTION_WON = 1,
    AUCTION_SUCCESSFUL = 2,
    AUCTION_EXPIRED = 3,
    AUCTION_CANCELLED_TO_BIDDER = 4,
    AUCTION_CANCELED = 5,
    AUCTION_SALE_PENDING = 6
};

struct AuctionEntry
{
    uint32 Id;
    uint32 auctioneer;                                      // creature low guid
    uint32 itemGUIDLow;
    uint32 itemEntry;
    uint32 itemCount;
    uint32 owner;
    uint64 startbid;                                        //maybe useless
    uint64 bid;
    uint64 buyout;
    time_t expire_time;
    uint32 bidder;
    uint64 deposit;                                         //deposit can be calculated only when creating auction
    AuctionHouseEntry const* auctionHouseEntry;             // in AuctionHouse.dbc
    uint32 factionTemplateId;

    // helpers
    uint32 GetHouseId() const { return auctionHouseEntry->houseId; }
    uint32 GetHouseFaction() const { return auctionHouseEntry->faction; }
    uint64 GetAuctionCut() const;
    uint64 GetAuctionOutBid() const;
    bool BuildAuctionInfo(WorldPacket& data) const;
    void DeleteFromDB(SQLTransaction& trans) const;
    void SaveToDB(SQLTransaction& trans) const;
    bool LoadFromDB(Field* fields);
    bool LoadFromFieldList(Field* fields);
    std::string BuildAuctionMailSubject(MailAuctionAnswer response) const;
    static std::string BuildAuctionMailBody(uint32 lowGuid, uint64 bid, uint64 buyout, uint64 deposit, uint64 cut);
};

//this class is used as auctionhouse instance
class AuctionHouseObject
{
public:
    ~AuctionHouseObject()
    {
        for (AuctionEntryMap::iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr)
            delete itr->second;
    }

    typedef std::map<uint32, AuctionEntry*> AuctionEntryMap;

    uint32 Getcount() const { return AuctionsMap.size(); }

    AuctionEntryMap::iterator GetAuctionsBegin() { return AuctionsMap.begin(); }
    AuctionEntryMap::iterator GetAuctionsEnd() { return AuctionsMap.end(); }

    AuctionEntry* GetAuction(uint32 id) const
    {
        AuctionEntryMap::const_iterator itr = AuctionsMap.find(id);
        return itr != AuctionsMap.end() ? itr->second : NULL;
    }

    void AddAuction(AuctionEntry* auction);

    bool RemoveAuction(AuctionEntry* auction, uint32 itemEntry);

    void Update();

    void BuildListBidderItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount);
    void BuildListOwnerItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount);
    void BuildListAuctionItems(WorldPacket& data, Player* player,
        std::wstring const& searchedname, uint32 listfrom, uint8 levelmin, uint8 levelmax, uint8 usable,
        uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality,
        uint32& count, uint32& totalcount);

private:
    AuctionEntryMap AuctionsMap;
};

class AuctionHouseMgr
{
    friend class ACE_Singleton<AuctionHouseMgr, ACE_Null_Mutex>;

private:
    AuctionHouseMgr() { }
    ~AuctionHouseMgr();

public:
    typedef UNORDERED_MAP<uint32, Item*> ItemMap;

    AuctionHouseObject* GetAuctionsMap(uint32 factionTemplateId);
    AuctionHouseObject* GetBidsMap(uint32 factionTemplateId);

    Item* GetAItem(uint32 id)
    {
        ItemMap::const_iterator itr = mAitems.find(id);
        if (itr != mAitems.end())
            return itr->second;

        return NULL;
    }

    //auction messages
    void SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans);
    void SendAuctionSalePendingMail(AuctionEntry* auction, SQLTransaction& trans);
    void SendAuctionSuccessfulMail(AuctionEntry* auction, SQLTransaction& trans);
    void SendAuctionExpiredMail(AuctionEntry* auction, SQLTransaction& trans);
    void SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, SQLTransaction& trans);
    void SendAuctionCancelledToBidderMail(AuctionEntry* auction, SQLTransaction& trans, Item* item);

    static uint64 GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item* pItem, uint32 count);
    static AuctionHouseEntry const* GetAuctionHouseEntry(uint32 factionTemplateId);

public:
    // Used primarily at server start to avoid loading a list of expired auctions
    void DeleteExpiredAuctionsAtStartup();

    //load first auction items, because of check if item exists, when loading
    void LoadAuctionItems();
    void LoadAuctions();

    void AddAItem(Item* it);
    bool RemoveAItem(uint32 id);

    void Update();

private:
    AuctionHouseObject mHordeAuctions;
    AuctionHouseObject mAllianceAuctions;
    AuctionHouseObject mNeutralAuctions;

    ItemMap mAitems;
};

#define sAuctionMgr ACE_Singleton<AuctionHouseMgr, ACE_Null_Mutex>::instance()

#endif
